#include "player_glide.h"
#include "input.h"
+#include "vg/vg_rigidbody.h"
+#include "scene_rigidbody.h"
+
static f32 k_glide_steer = 2.0f,
k_glide_cl = 0.04f,
k_glide_cs = 0.02f,
mass += pm;
m3x3f pI;
- rb_capsule_inertia( r, h, pm, pI );
- rb_rotate_inertia( pI, player_glide.parts[i].mdl );
- rb_translate_inertia( pI, pm, player_glide.parts[i].co );
+ vg_capsule_inertia( r, h, pm, pI );
+ vg_rotate_inertia( pI, player_glide.parts[i].mdl );
+ vg_translate_inertia( pI, pm, player_glide.parts[i].co );
m3x3_add( I, pI, I );
}
else if( player_glide.parts[i].shape == k_rb_shape_sphere ){
mass += pm;
m3x3f pI;
- rb_sphere_inertia( r, pm, pI );
- rb_translate_inertia( pI, pm, player_glide.parts[i].co );
+ vg_sphere_inertia( r, pm, pI );
+ vg_translate_inertia( pI, pm, player_glide.parts[i].co );
m3x3_add( I, pI, I );
}
}